flap wrote:The new buttons look pretty good. However, I fell that the sole difference of shape is not sufficient to understand straight away that class and race button are of different nature. A different background color might help...

If it were me, I'd make them sequential. Pick your class, then the race options come up.

Also: kind of strange that when you upgrade a building (smith, alchemist, etc), you then have to move the upgrades into slots, as there aren't more options than slots (ever?), so it's just something you have to remember to do at some point.

2. The Kingdom interface is nicer than it was last week, so thank you for the work and improvements. It still has a ways to go. For example, I wanted to upgrade my locker. It took me clicking on about eight buildings--many of which ended up being race building that don't do anything at all, frustratingly--before I found it. Trying to find a class challenge would be similarly frustrating.

3. I understand the gameplay problem you're trying to resolve by allowing the choice of which trophy to take out of the dungeon, but I think that in-game, the choice adds too much complexity relative to the value it provides. Yes, it's helpful once in Labyrinth and, to a lesser extent, Shifting Passages. But even if the trophies still have a different value, it's surely impossible to remember which one you can actually sell for more money! I think a novice-friendly solution would be to have all bosses drop $25 and then the game automatically chooses the more valuable trophy for you.

4. The layout of races and classes when selecting them, and to a lesser extent preps, seems very chaotic.

5. The changelog reads "Shifting Passages now referred to as Shifting Passages." I... do not understand what has changed, or is this a very subtle joke I missed?

6. As another poster indicated in the bug reports, each one of the endgame H-visitors is still giving me the whole speech, despite what the changelog says.

7. The description of the mage tower says it's levitating, but the graphic shows it on the ground.

8. Speaking of chaotic, on the dungeon selection screen, there's no visual indicator which dungeon is which except remembering where it is or mouseover. I don't know if you have any further plans for this screen, but some small icons or other visual reminders might be helpful.

sitnaltax wrote:3. I understand the gameplay problem you're trying to resolve by allowing the choice of which trophy to take out of the dungeon, but I think that in-game, the choice adds too much complexity relative to the value it provides. Yes, it's helpful once in Labyrinth and, to a lesser extent, Shifting Passages. But even if the trophies still have a different value, it's surely impossible to remember which one you can actually sell for more money! I think a novice-friendly solution would be to have all bosses drop $25 and then the game automatically chooses the more valuable trophy for you.

Interesting suggestion. Yeah, it makes it a confusing choice to pick which trophy to take out... also, there is no "lore" reason for a trophy to be salable on-the-fly.

Perhaps we could take all trophies out of a run, but the Taxidermist will only pay for the most valuable one? And that would allow us to get quest credit for all trophies instead of needing to pick one. This dumbs down the game a bit, but only early-game (which is fine, IMO) since late game neither the quest or the prices actually mean anything.

5. The changelog reads "Shifting Passages now referred to as Shifting Passages." I... do not understand what has changed, or is this a very subtle joke I missed?

Binlor 3: I load it up and have 99 mana potions but no glyphs. Is this intended? The solution in the solutions thread implies no...

Yep, thats intended. You actually don't need that much for anything other than good measurement ... and one of Binlors Boons gives you ENDISWAL.

@sitnaltax: The dungeondescription of shifting passages used to call it "Shifting Corridors" if I remember it right.

YaY for trophy choosing. Guess on my endgame profile I don't really care, but I like it either way. No more meatloafs.

The interface - it looks better now, but some items and icons look a bit weird in front of the bright background, such as WHURGARBL. Also the color of highlighted preps looks a little bit too similar to the background. I agree with the others that some kind of differentiation is needed regarding the race/class thingThe kingdom still doesn't match most of the building descriptions, but I guess that will work out sooner or later.